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740 lines
22 KiB
C++
740 lines
22 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/misc/types_nl.h"
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#include "nel/3d/clip_trav.h"
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#include "nel/3d/hrc_trav.h"
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#include "nel/3d/render_trav.h"
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#include "nel/3d/anim_detail_trav.h"
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#include "nel/3d/load_balancing_trav.h"
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#include "nel/3d/cluster.h"
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#include "nel/3d/scene_group.h"
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#include "nel/3d/transform_shape.h"
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#include "nel/3d/camera.h"
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#include "nel/3d/quad_grid_clip_cluster.h"
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#include "nel/3d/quad_grid_clip_manager.h"
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#include "nel/3d/root_model.h"
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#include "nel/misc/hierarchical_timer.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/skeleton_model.h"
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#include "nel/misc/fast_floor.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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CClipTrav::CClipTrav() : ViewPyramid(6), WorldPyramid(6)
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{
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_VisibleList.resize(1024);
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_CurrentNumVisibleModels= 0;
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CurrentDate = 0;
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Accel.create (64, 16.0f);
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ForceNoFrustumClip= false;
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_QuadGridClipManager= NULL;
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_TrackClusterVisibility= false;
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}
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// ***************************************************************************
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CClipTrav::~CClipTrav()
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{
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}
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// ***************************************************************************
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bool CClipTrav::fullSearch (vector<CCluster*>& vCluster, const CVector& pos)
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{
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CQuadGrid<CCluster*>::CIterator itAcc;
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// search with help of Accel
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bool bInWorld = true;
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Accel.select (pos, pos);
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itAcc = Accel.begin();
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while (itAcc != Accel.end())
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{
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CCluster *pCluster = *itAcc;
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if (pCluster->isIn (pos))
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{
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vCluster.push_back (pCluster);
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bInWorld = false;
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}
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++itAcc;
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}
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// if not found at all
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if (bInWorld)
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{
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vCluster.push_back (RootCluster);
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}
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// else must filter to take only the ones that are the lower in the hierarchy (same as in old code)
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else
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{
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uint i;
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std::set<CCluster*> parentExclude;
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// for each cluster, avoid its parent
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for(i=0;i<vCluster.size();i++)
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{
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CCluster *cluster= vCluster[i];
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while(cluster->Father)
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{
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cluster= cluster->Father;
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parentExclude.insert(cluster);
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}
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}
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// reparse to remove clusters presents in the exclude set
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std::vector<CCluster*>::iterator it;
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for(it=vCluster.begin(); it!=vCluster.end();)
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{
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if(parentExclude.find(*it)!=parentExclude.end())
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it= vCluster.erase(it);
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else
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it++;
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}
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}
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/*
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// Old slow code (up to 5 ms on a 2.4 Ghz, in a big city).
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uint32 i, j;
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for (i = 0; i < pIG->_ClusterInstances.size(); ++i)
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{
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for (j = 0; j < pIG->_ClusterInstances[i]->Children.size(); ++j)
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{
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if (fullSearch (vCluster, pIG->_ClusterInstances[i]->Children[j]->Group, pos))
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return true;
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}
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}
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for (i = 0; i < pIG->_ClusterInstances.size(); ++i)
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{
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if (pIG->_ClusterInstances[i]->isIn(pos))
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vCluster.push_back (pIG->_ClusterInstances[i]);
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}
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if (vCluster.size() > 0)
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return true;*/
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return true;
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}
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/// Set cluster tracking on/off (ie storage of thje visible cluster during clip traversal)
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void CClipTrav::setClusterVisibilityTracking(bool track)
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{
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_TrackClusterVisibility = track;
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}
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/// Check the activation of cluster visibility tracking.
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bool CClipTrav::getClusterVisibilityTracking()
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{
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return _TrackClusterVisibility;
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}
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/// Add a visible cluster to the list
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void CClipTrav::addVisibleCluster(CCluster *cluster)
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{
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_VisibleClusters.push_back(cluster);
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}
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/** Return the list of cluster visible after the clip traversal
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* You must activate the cluster tracking to obtain a result.
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*/
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const std::vector<CCluster*> &CClipTrav::getVisibleClusters()
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{
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return _VisibleClusters;
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}
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// ***************************************************************************
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void CClipTrav::traverse()
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{
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H_AUTO( NL3D_TravClip );
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// The root must exist
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CTransform *sceneRoot= Scene->getRoot();
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// Increment the current date of the traversal
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++CurrentDate;
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// Update Clip infos.
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CTravCameraScene::update();
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// Compute pyramid in view basis.
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CVector pfoc(0,0,0);
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CVector lb(Left, Near, Bottom );
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CVector lt(Left, Near, Top );
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CVector rb(Right, Near, Bottom );
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CVector rt(Right, Near, Top );
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CVector lbFar(Left, Far, Bottom);
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CVector ltFar(Left, Far, Top );
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CVector rbFar(Right, Far, Bottom);
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CVector rtFar(Right, Far, Top );
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uint32 i, j;
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ViewPyramid[NL3D_CLIP_PLANE_NEAR].make(lt, lb, rt);
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ViewPyramid[NL3D_CLIP_PLANE_FAR].make(lbFar, ltFar, rtFar);
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if(Perspective)
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{
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ViewPyramid[NL3D_CLIP_PLANE_LEFT].make(pfoc, lt, lb);
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ViewPyramid[NL3D_CLIP_PLANE_TOP].make(pfoc, rt, lt);
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ViewPyramid[NL3D_CLIP_PLANE_RIGHT].make(pfoc, rb, rt);
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ViewPyramid[NL3D_CLIP_PLANE_BOTTOM].make(pfoc, lb, rb);
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}
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else
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{
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ViewPyramid[NL3D_CLIP_PLANE_LEFT].make(lt, ltFar, lbFar);
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ViewPyramid[NL3D_CLIP_PLANE_TOP].make(lt, rtFar, ltFar);
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ViewPyramid[NL3D_CLIP_PLANE_RIGHT].make(rt, rbFar, rtFar);
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ViewPyramid[NL3D_CLIP_PLANE_BOTTOM].make(lb, lbFar, rbFar);
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}
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// Compute pyramid in World basis.
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// The vector transformation M of a plane p is computed as p*M-1.
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// Here, ViewMatrix== CamMatrix-1. Hence the following formula.
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for (i = 0; i < 6; i++)
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{
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WorldPyramid[i]= ViewPyramid[i]*ViewMatrix;
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}
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// bkup this pyramid (because this one may be modified by the cluster system).
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WorldFrustumPyramid= WorldPyramid;
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// update the QuadGridClipManager.
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if(_QuadGridClipManager)
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{
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_QuadGridClipManager->updateClustersFromCamera(CamPos);
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}
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H_BEFORE( NL3D_TravClip_ClearLists );
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// Clear the traversals list.
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Scene->getAnimDetailTrav().clearVisibleList();
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Scene->getLoadBalancingTrav().clearVisibleList();
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Scene->getLightTrav().clearLightedList();
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Scene->getRenderTrav().clearRenderList();
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H_AFTER( NL3D_TravClip_ClearLists );
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H_BEFORE( NL3D_TravClip_ResetVisible );
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/* For all objects marked visible in preceding render, reset _Visible state here.
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NB: must reset _Visible State to false because sometimes traverseClip() are even not executed
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(Cluster clip, QuadGridClipManager clip...).
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And somes models read this _Visible state. eg: Skins/StickedObjects test the Visible state of
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their _AncestorSkeletonModel.
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*/
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for (i=0;i<_CurrentNumVisibleModels;i++)
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{
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// if the model still exists (see ~CTransform())
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if( _VisibleList[i] )
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{
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// disable his visibility.
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_VisibleList[i]->_Visible= false;
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// let him know that it is no more in the list.
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_VisibleList[i]->_IndexInVisibleList= -1;
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}
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}
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// Clear The visible List.
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_CurrentNumVisibleModels= 0;
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// Clear the visible cluster list.
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_VisibleClusters.clear();
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H_AFTER( NL3D_TravClip_ResetVisible );
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// Found where is the camera
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//========================
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H_BEFORE( NL3D_TravClip_FindCameraCluster);
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// Found the cluster where the camera is
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static vector<CCluster*> vCluster;
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vCluster.clear();
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sceneRoot->clipDelChild(RootCluster);
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// In which cluster is the camera ?
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CQuadGrid<CCluster*>::CIterator itAcc;
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if (Camera->getClusterSystem() == (CInstanceGroup*)-1)
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{
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fullSearch(vCluster, CamPos);
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for (i = 0; i < vCluster.size(); ++i)
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sceneRoot->clipAddChild(vCluster[i]);
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}
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else
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{
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bool bInWorld = true;
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Accel.select (CamPos, CamPos);
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itAcc = Accel.begin();
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while (itAcc != Accel.end())
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{
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CCluster *pCluster = *itAcc;
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if (pCluster->Group == Camera->getClusterSystem())
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if (pCluster->isIn (CamPos))
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{
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sceneRoot->clipAddChild(pCluster);
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vCluster.push_back (pCluster);
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bInWorld = false;
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}
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++itAcc;
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}
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if (bInWorld)
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{
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sceneRoot->clipAddChild(RootCluster);
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vCluster.push_back (RootCluster);
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}
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}
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/// Flag all cluster to know if they are in camera or not.
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for(i=0;i<vCluster.size();i++)
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{
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vCluster[i]->setCameraIn(true);
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}
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H_AFTER( NL3D_TravClip_FindCameraCluster);
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// Manage Moving Objects
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//=====================
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H_BEFORE( NL3D_TravClip_MovingObjects);
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// Unlink the moving objects from their clusters
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CHrcTrav &hrcTrav= Scene->getHrcTrav();
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for (i = 0; i < hrcTrav._MovingObjects.size(); ++i)
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{
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CTransformShape *pTfmShp = hrcTrav._MovingObjects[i];
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static vector<CTransform*> vModels;
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vModels.clear();
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uint numClipParents= pTfmShp->clipGetNumParents();
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for(j=0;j<numClipParents;j++)
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{
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CTransform *pFather = pTfmShp->clipGetParent(j);
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// Does the father is a cluster ??
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if ( pFather->isCluster() )
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{
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vModels.push_back (pFather);
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}
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}
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// Remove me from all clusters
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for (j = 0; j < vModels.size(); ++j)
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{
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vModels[j]->clipDelChild(pTfmShp);
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}
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// Remove me from Root Too
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sceneRoot->clipDelChild(pTfmShp);
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// NB: only the SonsOfAncestorSkeletonModelGroup may still be here.
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}
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// Affect the moving objects to their clusters
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for (i = 0; i < hrcTrav._MovingObjects.size(); ++i)
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{
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CTransformShape *pTfmShp = hrcTrav._MovingObjects[i];
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bool bInWorld = true;
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CAABBox box;
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pTfmShp->getAABBox (box);
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// Transform the box in the world
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CVector c = box.getCenter();
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CVector p = box.getCenter()+box.getHalfSize();
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const CMatrix &wm = pTfmShp->getWorldMatrix();
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c = wm * c;
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p = wm * p;
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float s = (p - c).norm();
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Accel.select (c+CVector(s,s,s), c+CVector(-s,-s,-s));
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itAcc = Accel.begin();
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while (itAcc != Accel.end())
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{
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CCluster *pCluster = *itAcc;
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if (pCluster->Group == pTfmShp->getClusterSystem())
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if (pCluster->isIn (c,s))
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{
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pCluster->clipAddChild(pTfmShp);
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bInWorld = false;
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}
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++itAcc;
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}
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// Moving object in the world -> link to root or to the CQuadGridClipManager.
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if (bInWorld)
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{
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if( _QuadGridClipManager && pTfmShp->isQuadGridClipEnabled() )
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{
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// try to insert in the best cluster of the _QuadGridClipManager.
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if(!_QuadGridClipManager->linkModel(pTfmShp))
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// if fails, link to "root".
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RootCluster->clipAddChild(pTfmShp);
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}
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else
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{
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RootCluster->clipAddChild(pTfmShp);
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}
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}
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}
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H_AFTER( NL3D_TravClip_MovingObjects);
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// Clip the graph.
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//=====================
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H_BEFORE( NL3D_TravClip_Traverse);
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// Traverse the graph.
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sceneRoot->traverseClip();
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// Unlink the cluster where we are
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for (i = 0; i < vCluster.size(); ++i)
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{
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// reset Camera In Flag.
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vCluster[i]->setCameraIn(false);
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// remove from Clip Root
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sceneRoot->clipDelChild(vCluster[i]);
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}
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H_AFTER( NL3D_TravClip_Traverse);
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// Load Balance the Skeleton CLod state here.
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// =========================
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/* Can't do it in LoadBalancingTrav because sons with _AncestorSkeletonModel!=NULL may be hiden if a skeleton
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is displayed in CLod mode.
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So must do it here, then clip all sons of AncestoreSkeletonModelGroup.
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*/
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H_BEFORE( NL3D_TravClip_LoadBalanceCLod);
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loadBalanceSkeletonCLod();
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H_AFTER( NL3D_TravClip_LoadBalanceCLod);
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H_BEFORE( NL3D_TravClip_SkeletonClip);
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// At the end of the clip traverse, must update clip for Objects which have a skeleton ancestor
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// =========================
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// those are linked to the SonsOfAncestorSkeletonModelGroup, so traverse it now.
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if (Scene->SonsOfAncestorSkeletonModelGroup)
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Scene->SonsOfAncestorSkeletonModelGroup->traverseClip();
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// For All Shadow Casters (skeletons + others), clip their ShadowMap possible projection against the frustum only.
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// =========================
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/*
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Done here, because can't do in clip() in case of a Model in a cluster
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(We insert in cluster with the Model BBox, not the Model + Shadow BBox).
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*/
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clipShadowCasters();
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// Update Here the Skin render Lists of All visible Skeletons
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// =========================
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/*
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Done here, because AnimDetail and Render need correct lists. NB: important to do it
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before Render Traversal, because updateSkinRenderLists() may change the transparency flag!!
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NB: can't do it in any traverse() because must be sure that it is done
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(traverseHRC not called if SonOfAncestorSkeletonModel, and traverseClip not called if in a cluster).
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NB: must do even if clipped because:
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1/ maybe used for generateShadow() (through the ancestorSkeletonModel)
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2/ the cost of method is 0 all the time (but when true changes)
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*/
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CScene::ItSkeletonModelList itSkel;
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for(itSkel= Scene->getSkeletonModelListBegin(); itSkel!=Scene->getSkeletonModelListEnd(); itSkel++)
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{
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CSkeletonModel *sm= *itSkel;
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sm->updateSkinRenderLists();
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}
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H_AFTER( NL3D_TravClip_SkeletonClip);
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}
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// ***************************************************************************
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void CClipTrav::setQuadGridClipManager(CQuadGridClipManager *mgr)
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{
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_QuadGridClipManager= mgr;
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}
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// ***************************************************************************
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void CClipTrav::registerCluster (CCluster* pCluster)
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{
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pCluster->AccelIt = Accel.insert (pCluster->getBBox().getMin(), pCluster->getBBox().getMax(), pCluster);
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}
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// ***************************************************************************
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void CClipTrav::unregisterCluster (CCluster* pCluster)
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{
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if(!pCluster)
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return;
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Accel.erase(pCluster->AccelIt);
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// just ensure it point to NULL
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pCluster->AccelIt= CQuadGrid<CCluster*>::CIterator();
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}
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// ***************************************************************************
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void CClipTrav::loadBalanceSkeletonCLod()
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{
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CScene::ItSkeletonModelList itSkel;
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_TmpSortSkeletons.clear();
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// **** compute CLod priority of each skeleton,
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for(itSkel= Scene->getSkeletonModelListBegin(); itSkel!=Scene->getSkeletonModelListEnd(); itSkel++)
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{
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CSkeletonModel *sm= *itSkel;
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float pr= sm->computeDisplayLodCharacterPriority();
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// If valid priority (CLOd enabled, and skeleton visible)
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if(pr>0)
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{
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sm->setDisplayLodCharacterFlag(false);
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CSkeletonKey key;
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// don't bother OptFastFloor precision.
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key.Priority= OptFastFloor(pr*0xFFFFFF00);
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key.SkeletonModel= sm;
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_TmpSortSkeletons.push_back(key);
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}
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}
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// **** sort by priority in ascending order
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uint nMaxSkelsInNotCLodForm= Scene->getMaxSkeletonsInNotCLodForm();
|
|
// Optim: need it only if too many skels
|
|
if(_TmpSortSkeletons.size()>nMaxSkelsInNotCLodForm)
|
|
{
|
|
sort(_TmpSortSkeletons.begin(), _TmpSortSkeletons.end());
|
|
}
|
|
|
|
// **** set CLod flag for skeletons > setting
|
|
uint n = min(nMaxSkelsInNotCLodForm, (uint)_TmpSortSkeletons.size());
|
|
for (uint i = n; i < _TmpSortSkeletons.size(); i++)
|
|
{
|
|
_TmpSortSkeletons[i].SkeletonModel->setDisplayLodCharacterFlag(true);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CClipTrav::reserveVisibleList(uint numModels)
|
|
{
|
|
// enlarge only.
|
|
if(numModels>_VisibleList.size())
|
|
_VisibleList.resize(numModels);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
struct CFadeShadowMapSort
|
|
{
|
|
CTransform *Model;
|
|
float Dist;
|
|
|
|
bool operator<(const CFadeShadowMapSort &o) const
|
|
{
|
|
return Dist<o.Dist;
|
|
}
|
|
};
|
|
|
|
// ***************************************************************************
|
|
void CClipTrav::clipShadowCasters()
|
|
{
|
|
H_AUTO( NL3D_TravClip_ShadowCasters );
|
|
|
|
CScene::ItShadowCasterList itShadowCaster;
|
|
|
|
float dFade= NL3D_SMM_FADE_SPEED * Scene->getEllapsedTime();
|
|
float distFadeStart= Scene->getShadowMapDistFadeStart();
|
|
float distFadeEnd= Scene->getShadowMapDistFadeEnd();
|
|
float OODeltaDistFade;
|
|
if(distFadeEnd-distFadeStart>0)
|
|
OODeltaDistFade= 1.0f/(distFadeEnd-distFadeStart);
|
|
else
|
|
OODeltaDistFade= 1000000;
|
|
uint maxCastInScreen= Scene->getShadowMapMaxCasterInScreen();
|
|
uint maxCastAround= Scene->getShadowMapMaxCasterAround();
|
|
|
|
|
|
// **** First select ShadowCasters that are visible or that may have their shadow visible
|
|
|
|
// Lod Models that will cast ShadowMaps.
|
|
static std::vector<CFadeShadowMapSort> aroundCasters;
|
|
static std::vector<CFadeShadowMapSort> screenCasters;
|
|
aroundCasters.clear();
|
|
screenCasters.clear();
|
|
|
|
// For all casters
|
|
for(itShadowCaster= Scene->getShadowCasterListBegin(); itShadowCaster!=Scene->getShadowCasterListEnd(); itShadowCaster++)
|
|
{
|
|
CTransform *sc= *itShadowCaster;
|
|
nlassert(sc->canCastShadowMap());
|
|
|
|
CShadowMap *shadowMap= sc->getShadowMap();
|
|
nlassert( shadowMap );
|
|
|
|
// Binded to an Ancestor skeleton?? If so, don't render since the Ancestor Skeleton render all of his sons
|
|
// Additionally, no-op if this caster is hidden in HRC!!
|
|
if( sc->_AncestorSkeletonModel==NULL && sc->isHrcVisible() )
|
|
{
|
|
bool visible= false;
|
|
// if we are already visible, then its ok, we either don't need to test.
|
|
if(sc->isClipVisible())
|
|
visible= true;
|
|
// else do a bigger test
|
|
else
|
|
{
|
|
// TODO_SHADOW: Select a better "Caster Sphere".
|
|
// If the model "sc" is a CSkeletonModel, It depends also on Sticked objects/Skeletons.
|
|
// Build the sphere around the caster that can receive shadow.
|
|
CBSphere sphere;
|
|
// Suppose an Object sphere of 3 meter radius, centered on caster Pos.
|
|
const float objectRadius= 3.f;
|
|
sphere.Center= sc->getWorldMatrix().getPos();
|
|
// Add to this sphere the max Depth extent.
|
|
// NB: works because suppose that the Shadow BBox include the model Center.
|
|
sphere.Radius= objectRadius + sc->getShadowMapMaxDepth();
|
|
|
|
// Clip This sphere against the Frustum.
|
|
visible= true;
|
|
for(uint i=0;i<WorldFrustumPyramid.size();i++)
|
|
{
|
|
// if SpherMax OUT return false.
|
|
float d= WorldFrustumPyramid[i]*sphere.Center;
|
|
if(d>sphere.Radius)
|
|
{
|
|
visible= false;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// If the ShadowMap is visible, add it to the List Of ShadowMap to Render.
|
|
if(visible)
|
|
Scene->getRenderTrav().getShadowMapManager().addShadowCaster(sc);
|
|
|
|
// update Fading.
|
|
CFadeShadowMapSort fsms;
|
|
fsms.Model= sc;
|
|
fsms.Dist= (sc->getWorldMatrix().getPos() - CamPos).norm();
|
|
// lod In and Out.
|
|
aroundCasters.push_back(fsms);
|
|
if(visible)
|
|
screenCasters.push_back(fsms);
|
|
// Compute normal Distance fading.
|
|
shadowMap->DistanceFade= (fsms.Dist-distFadeStart)*OODeltaDistFade;
|
|
// Increment the TemporalFadeOut by default (see below)
|
|
shadowMap->TemporalOutScreenFade+= dFade;
|
|
// if !visible, increment the InScreenFadeAccum
|
|
if(!visible)
|
|
shadowMap->InScreenFadeAccum+= dFade;
|
|
}
|
|
// If the model is not visible, or if temporary bound to a AncestorSkeletonModel
|
|
else
|
|
{
|
|
// Increment the TemporalFadeOut. Because since will be hidden (or sticked)
|
|
// for a long time, allow the process to free texture.
|
|
shadowMap->TemporalOutScreenFade+= dFade;
|
|
// Since not visible, increment the InScreenFadeAccum
|
|
shadowMap->InScreenFadeAccum+= dFade;
|
|
}
|
|
}
|
|
|
|
// **** Load Balance Models that cast ShadowMaps around,
|
|
|
|
sort(aroundCasters.begin(), aroundCasters.end());
|
|
sort(screenCasters.begin(), screenCasters.end());
|
|
|
|
// For All Around nearest Casters, decrement their fadeOutScreen
|
|
uint numNearCast= min((uint)aroundCasters.size(), maxCastAround);
|
|
uint i;
|
|
for(i=0;i<numNearCast;i++)
|
|
{
|
|
CTransform *model= aroundCasters[i].Model;
|
|
CShadowMap *shadowMap= model->getShadowMap();
|
|
// Decrement the fade. *2 because default incremented above.
|
|
shadowMap->TemporalOutScreenFade-= 2*dFade;
|
|
}
|
|
|
|
// For InScreen Casters, increment or decrement their fadeInScreen. Also resolve InScreenFadeAccum.
|
|
numNearCast= min((uint)screenCasters.size(), maxCastInScreen);
|
|
// nearest: decrement fadeInScreen, and remove accum
|
|
for(i=0;i<numNearCast;i++)
|
|
{
|
|
CShadowMap *shadowMap= screenCasters[i].Model->getShadowMap();
|
|
// Decrement the fade.
|
|
shadowMap->TemporalInScreenFade-= dFade + shadowMap->InScreenFadeAccum;
|
|
// Since visible and resolved, reset accum
|
|
shadowMap->InScreenFadeAccum= 0;
|
|
}
|
|
// farthest: increment fadeInScreen, and append accum
|
|
for(i=numNearCast;i<screenCasters.size();i++)
|
|
{
|
|
CShadowMap *shadowMap= screenCasters[i].Model->getShadowMap();
|
|
// Increment the fade.
|
|
shadowMap->TemporalInScreenFade+= dFade + shadowMap->InScreenFadeAccum;
|
|
// Since visible and resolved, reset accum
|
|
shadowMap->InScreenFadeAccum= 0;
|
|
}
|
|
|
|
|
|
// clamp values, and release texture where appropriated
|
|
for(itShadowCaster= Scene->getShadowCasterListBegin(); itShadowCaster!=Scene->getShadowCasterListEnd(); itShadowCaster++)
|
|
{
|
|
CTransform *sc= *itShadowCaster;
|
|
nlassert(sc->canCastShadowMap());
|
|
|
|
CShadowMap *shadowMap= sc->getShadowMap();
|
|
shadowMap->processFades();
|
|
}
|
|
|
|
// **** Use the rendered Skeletons ShadowMap to select the Ones that will be generated this Frame.
|
|
Scene->getRenderTrav().getShadowMapManager().selectShadowMapsToGenerate(Scene);
|
|
|
|
|
|
/* **** Then for All ShadowCasters not visibles but that will generate their shadowMap,
|
|
- we must compute the LightTraversal(for ShadowLight direction)
|
|
- for skeleton models only, we must compute the AnimDetailTraversal (for bone animation)
|
|
We MUST NOT flag the skeleton as Visible, and we MUST NOT insert in LoadBalancing
|
|
(since won't be rendered)
|
|
NB: Do nothing for Sons of the Ancestor Skeleton because:
|
|
1/ light do nothing with them (see std clip)
|
|
2/ animDetail will be called recursively (see std clip and CSkeletonModel::traverseAnimDetail())
|
|
*/
|
|
for(itShadowCaster= Scene->getShadowCasterListBegin(); itShadowCaster!=Scene->getShadowCasterListEnd(); itShadowCaster++)
|
|
{
|
|
CTransform *sc= *itShadowCaster;
|
|
// compute its shadowMap this frame? and not visible?
|
|
if(sc->isGeneratingShadowMap() && !sc->isClipVisible() )
|
|
{
|
|
nlassert(sc->_AncestorSkeletonModel==NULL);
|
|
// Add it only to the lightTrav
|
|
if( sc->isLightable() )
|
|
Scene->getLightTrav().addLightedModel(sc);
|
|
// If it is a skeleton, add it also to the anim detail
|
|
if( sc->isSkeleton() && sc->isAnimDetailable() )
|
|
Scene->getAnimDetailTrav().addVisibleModel(sc);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
}
|